function Node_Combine_RGB(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RGB Combine"; shader = sh_combine_rgb; uniform_r = shader_get_sampler_index(shader, "samR"); uniform_g = shader_get_sampler_index(shader, "samG"); uniform_b = shader_get_sampler_index(shader, "samB"); uniform_a = shader_get_sampler_index(shader, "samA"); uniform_usea = shader_get_uniform(shader, "useA"); uniform_mode = shader_get_uniform(shader, "mode"); inputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Sampling type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Brightness", "Channel value"]); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Sampling", false], 4, ["Surface", true], 0, 1, 2, 3, ] attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _r = _data[0]; var _g = _data[1]; var _b = _data[2]; var _a = _data[3]; var _mode = _data[4]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); texture_set_stage(uniform_r, surface_get_texture(_r)); texture_set_stage(uniform_g, surface_get_texture(_g)); texture_set_stage(uniform_b, surface_get_texture(_b)); shader_set_uniform_i(uniform_mode, _mode); shader_set_uniform_i(uniform_usea, is_surface(_a)); texture_set_stage(uniform_a, surface_get_texture(_a)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, surface_get_width(_outSurf), surface_get_width(_outSurf), 0, c_white, 1); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }